cemu_graphic_packs/Workarounds/BreathOfTheWild_!ShadowFix/45e72a252caba763_000003c000009269_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
// shader cbbcf83b05c6d921
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
UNIFORM_BUFFER_LAYOUT(33, 1, 7) uniform uniformBlockPS1
{
vec4 uf_blockPS1[1024];
};
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
UNIFORM_BUFFER_LAYOUT(38, 1, 8) uniform uniformBlockPS6
{
vec4 uf_blockPS6[1024];
};
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
UNIFORM_BUFFER_LAYOUT(42, 1, 9) uniform uniformBlockPS10
{
vec4 uf_blockPS10[1024];
};
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;
TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;
TEXTURE_LAYOUT(7, 1, 4) uniform sampler2DArray textureUnitPS7;
TEXTURE_LAYOUT(14, 1, 5) uniform sampler2D textureUnitPS14;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem5;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 5) out vec4 passPixelColor5;
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
#ifdef VULKAN
layout(set = 1, binding = 6) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
#endif
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
float textureShadow_1(sampler2DArray s, vec4 coord) {
vec4 v;
vec2 texSize = vec2(textureSize(s,0).xy);
vec2 texSizeR = vec2(1.0) / texSize;
vec2 texCoordFract = mod(coord.xy,texSizeR);
vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
texCoordFract /= texSizeR;
v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
return r;
}
float textureShadow_2(sampler2DArray s, vec4 coord) {
vec4 v;
vec2 texSize = vec2(textureSize(s,0).xy);
vec2 texSizeR = vec2(1.0) / texSize;
vec2 texCoordFract = mod(coord.xy,texSizeR);
vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
texCoordFract /= texSizeR;
v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
return r;
}
float textureShadow_3(sampler2DArray s, vec4 coord) {
vec4 v;
vec2 texSize = vec2(textureSize(s,0).xy);
vec2 texSizeR = vec2(1.0) / texSize;
vec2 texCoordFract = mod(coord.xy,texSizeR);
vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
texCoordFract /= texSizeR;
v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
return r;
}
float textureShadow_4(sampler2DArray s, vec4 coord) {
vec4 v;
vec2 texSize = vec2(textureSize(s,0).xy);
vec2 texSizeR = vec2(1.0) / texSize;
vec2 texCoordFract = mod(coord.xy,texSizeR);
vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
texCoordFract /= texSizeR;
v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
return r;
}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem5);
R2i = floatBitsToInt(passParameterSem6);
if( activeMaskStackC[1] == true ) {
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
R6i.x = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
R6i.z = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.zw)).x);
R6i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
R2i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).w);
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R4i.z;
R123i.x = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R5i.w)) + uf_blockPS1[14].x));
PV0i.x = R123i.x;
R124i.y = floatBitsToInt((intBitsToFloat(R4i.x) * 2.0 + -(1.0)));
R4i.z = floatBitsToInt((intBitsToFloat(R4i.y) * 2.0 + -(1.0)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),uf_blockPS1[16].x) + uf_blockPS1[14].x));
PV0i.w = R123i.w;
R3i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 2.0 + -(1.0)));
PS0i = R3i.z;
// 1
R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
R7i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R5i.z)) + uf_blockPS1[14].x));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R5i.x)) + uf_blockPS1[14].x));
R9i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R9i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.y),intBitsToFloat(R4i.z),intBitsToFloat(R3i.z),-0.0),vec4(intBitsToFloat(R124i.y),intBitsToFloat(R4i.z),intBitsToFloat(R3i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.z = tempi.x;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), -(intBitsToFloat(PV1i.z))));
PS0i = R126i.w;
// 3
backupReg0i = R127i.z;
backupReg1i = R127i.w;
backupReg1i = R127i.w;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), -(intBitsToFloat(R127i.w))));
R127i.y = floatBitsToInt(-(intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), -(intBitsToFloat(backupReg0i))));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), -(intBitsToFloat(backupReg1i))));
R125i.z = floatBitsToInt(-(intBitsToFloat(backupReg1i)));
PS1i = R125i.z;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.y),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.y),intBitsToFloat(R9i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R124i.z = tempi.x;
R126i.y = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x437f0000));
PS0i = R126i.y;
// 5
R126i.x = floatBitsToInt(-(intBitsToFloat(R7i.y)) + intBitsToFloat(R127i.z));
R125i.y = floatBitsToInt(-(intBitsToFloat(R6i.x)) + intBitsToFloat(R126i.w));
R127i.z = floatBitsToInt(-(intBitsToFloat(R6i.x)) + intBitsToFloat(R127i.x));
PV1i.z = R127i.z;
R126i.w = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(R127i.y));
PV1i.w = R126i.w;
R125i.x = floatBitsToInt(sqrt(intBitsToFloat(R126i.z)));
PS1i = R125i.x;
// 6
R127i.x = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(R125i.z));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R7i.y)) + intBitsToFloat(R127i.w));
PV0i.y = R127i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), uf_blockPS6[43].x));
R125i.w = floatBitsToInt(sqrt(intBitsToFloat(R124i.z)));
PS0i = R125i.w;
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), uf_blockPS6[45].x));
R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),uf_blockPS6[43].y) + intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV0i.x)));
R127i.w = int(intBitsToFloat(R126i.y));
PS1i = R127i.w;
// 8
backupReg0i = R126i.x;
R126i.x = PS1i & 0x0000001c;
R0i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.x)),intBitsToFloat(R125i.y)) + intBitsToFloat(R125i.z)));
R0i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),uf_blockPS6[45].y) + intBitsToFloat(PV1i.y)));
PV0i.w = R123i.w;
R0i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PS0i = R0i.x;
// 9
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),uf_blockPS6[43].z) + intBitsToFloat(R124i.z)));
R127i.y = floatBitsToInt(-(intBitsToFloat(R9i.z)) * intBitsToFloat(0x3d4ccccd));
PV1i.y = R127i.y;
R127i.z = R127i.w & 0x00000002;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),uf_blockPS6[45].z) + intBitsToFloat(PV0i.w)));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 10
backupReg0i = R0i.y;
backupReg0i = R0i.y;
backupReg1i = R0i.z;
backupReg1i = R0i.z;
R124i.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R0i.x)),-(intBitsToFloat(backupReg0i)),-(intBitsToFloat(backupReg1i)),-0.0),vec4(-(intBitsToFloat(R0i.x)),-(intBitsToFloat(backupReg0i)),-(intBitsToFloat(backupReg1i)),0.0)));
PV0i.x = R124i.x;
PV0i.y = R124i.x;
PV0i.z = R124i.x;
PV0i.w = R124i.x;
R1i.x = floatBitsToInt((-(uf_blockPS6[53].w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(PV1i.y)));
R1i.x = clampFI32(R1i.x);
PS0i = R1i.x;
// 11
R9i.x = floatBitsToInt(uf_blockPS6[43].w + intBitsToFloat(R127i.x));
R10i.z = floatBitsToInt(uf_blockPS6[45].w + intBitsToFloat(R127i.w));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R125i.x));
// 12
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS1i)));
PV0i.x = R2i.x;
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PS1i)));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PS1i)));
R11i.w = floatBitsToInt((-(uf_blockPS6[53].z) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(R127i.y)));
R11i.w = clampFI32(R11i.w);
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
// 13
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(PS0i)));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(PS0i)));
R125i.w = PV0i.x;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) * 2.0);
R124i.z = PV0i.y;
R124i.z = floatBitsToInt(intBitsToFloat(R124i.z) * 2.0);
PS1i = R124i.z;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(float(R126i.x));
// 15
backupReg0i = R127i.y;
R10i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R125i.w)) + intBitsToFloat(R127i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3d124925));
R10i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
R10i.w = clampFI32(R10i.w);
R9i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R124i.z)) + intBitsToFloat(backupReg0i)));
PS1i = R9i.y;
// 16
PS0i = floatBitsToInt(float(R127i.z));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
// 17
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(PS0i))) + intBitsToFloat(R127i.y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(R124i.x));
R2i.z = floatBitsToInt(tempResultf);
PS1i = R2i.z;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R7i.x = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].x, uf_blockPS10[2].w));
R6i.y = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].y, uf_blockPS10[2].w));
PV0i.z = floatBitsToInt(uf_blockPS10[2].z + 1.0);
// 1
R8i.z = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].z, uf_blockPS10[2].w));
PV1i.z = R8i.z;
R1i.w = 0;
PV1i.w = R1i.w;
R9i.w = floatBitsToInt(-(intBitsToFloat(R1i.x)) + intBitsToFloat(PV0i.z));
R9i.w = clampFI32(R9i.w);
PS1i = R9i.w;
// 2
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.z)),vec4(-(intBitsToFloat(R7i.x)),-(intBitsToFloat(R6i.y)),-(intBitsToFloat(PV1i.z)),-(intBitsToFloat(PV1i.w)))));
PV0i.x = R1i.x;
PV0i.y = R1i.x;
PV0i.z = R1i.x;
PV0i.w = R1i.x;
// 3
predResult = (1.0 > intBitsToFloat(R11i.w));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = ((-(intBitsToFloat(R9i.z)) > uf_blockPS1[58].x)?int(0xFFFFFFFF):int(0x0));
R127i.y = ((-(intBitsToFloat(R9i.z)) > uf_blockPS1[58].y)?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.x) * 1.5);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.y) * 1.5);
PS0i = floatBitsToInt(intBitsToFloat(R1i.z) * 1.5);
// 1
backupReg0i = R2i.z;
backupReg1i = R1i.x;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(R2i.z)) + intBitsToFloat(PV0i.z)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.y)),intBitsToFloat(R2i.z)) + intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.z)),intBitsToFloat(backupReg0i)) + intBitsToFloat(PS0i)));
PV1i.w = PV0i.x & int(1);
PS1i = ((intBitsToFloat(0x3eb33333) > intBitsToFloat(backupReg1i))?int(0xFFFFFFFF):int(0x0));
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R0i.w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0x3ac49ba6)));
R2i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R9i.z)),uf_blockPS1[17].y) + 1.0));
PV0i.z = PV1i.w - R127i.y;
R1i.w = ((PS1i == 0)?(0x3f800000):(0));
R2i.w = 0x3f000000;
PS0i = R2i.w;
// 3
PV1i.x = PV0i.z << 0x00000002;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)));
R127i.w = floatBitsToInt(float(PV0i.z));
PS1i = R127i.w;
// 4
R0i.x = PV1i.x + 0x0000002d;
R0i.y = PV1i.x + 0x0000002c;
R0i.z = PV1i.x + 0x0000002b;
R0i.w = PV1i.x + 0x0000002a;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV1i.y)));
PS0i = R122i.x;
// 5
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + intBitsToFloat(PS0i)));
R6i.z = floatBitsToInt(roundEven(intBitsToFloat(R127i.w)));
PS1i = R6i.z;
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(uf_blockPS1[R0i.x].xyzw);
R4i.xyzw = floatBitsToInt(uf_blockPS1[R0i.y].xyzw);
R5i.xyzw = floatBitsToInt(uf_blockPS1[R0i.w].xyzw);
R0i.xyzw = floatBitsToInt(uf_blockPS1[R0i.z].xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.y = floatBitsToInt(uf_blockPS6[53].y);
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
PV0i.y = R126i.y;
R126i.z = floatBitsToInt(uf_blockPS6[53].x);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
tempResultf = 1.0 / sqrt(intBitsToFloat(R1i.z));
PS0i = floatBitsToInt(tempResultf);
// 1
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i)));
PV1i.z = R127i.z;
R126i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R7i.z = R6i.z;
PS1i = R7i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = floatBitsToInt(-(intBitsToFloat(R126i.z)));
PS0i = R125i.y;
// 3
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(PV0i.x)) + 1.0));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.x)));
PV1i.w = R123i.w;
R8i.z = R6i.z;
PS1i = R8i.z;
// 4
backupReg0i = R126i.y;
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3b449ba7));
R126i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3b449ba7));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R1i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3b449ba7));
R126i.x = backupReg0i;
PS0i = R126i.x;
// 5
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R2i.y)));
R1i.z = R6i.z;
// 6
backupReg0i = R127i.w;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R9i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.y)));
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R6i.x)));
PV0i.w = R127i.w;
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.x)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R5i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R3i.x)));
// 8
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R4i.y)) + intBitsToFloat(PV1i.x)));
PV0i.x = R123i.x;
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(PV1i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R0i.x)));
// 9
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R4i.z)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.y));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R5i.z)) + intBitsToFloat(R126i.y)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R0i.z)) + intBitsToFloat(PV1i.z)));
PV0i.z = R123i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV1i.x));
// 11
PV1i.x = floatBitsToInt(intBitsToFloat(R5i.w) + intBitsToFloat(PV0i.y));
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV0i.z));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
// 12
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS1i)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
// 13
R127i.x = floatBitsToInt(-(intBitsToFloat(R2i.x)) + intBitsToFloat(PV0i.x));
R127i.x = clampFI32(R127i.x);
PV1i.x = R127i.x;
R6i.y = floatBitsToInt((uf_blockPS6[53].y * 0.5 + intBitsToFloat(PV0i.y)));
R6i.x = floatBitsToInt((uf_blockPS6[53].x * 0.5 + intBitsToFloat(PV0i.z)));
PS1i = R6i.x;
// 14
R7i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
R7i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R126i.w));
R6i.w = PV1i.x;
R7i.w = PV1i.x;
PS0i = R7i.w;
// 15
R8i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R125i.y));
R8i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R126i.x));
R8i.w = R127i.x;
R1i.x = floatBitsToInt((-(uf_blockPS6[53].x) * 0.5 + intBitsToFloat(R127i.z)));
PS1i = R1i.x;
// 16
R1i.y = floatBitsToInt((-(uf_blockPS6[53].y) * 0.5 + intBitsToFloat(R127i.y)));
R1i.w = R127i.x;
}
if( activeMaskStackC[2] == true ) {
R6i.y = floatBitsToInt(textureShadow_1(textureUnitPS7, vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.w))));
R7i.x = floatBitsToInt(textureShadow_2(textureUnitPS7, vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.w))));
R8i.w = floatBitsToInt(textureShadow_3(textureUnitPS7, vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.w))));
R1i.z = floatBitsToInt(textureShadow_4(textureUnitPS7, vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w))));
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(R7i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
// 1
R123i.z = floatBitsToInt((intBitsToFloat(R8i.w) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.z = R123i.z;
// 2
R127i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
PV0i.y = R127i.y;
// 3
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
// 4
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R11i.w)) + intBitsToFloat(R127i.y)));
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R0i.w = R2i.w;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R0i.x = floatBitsToInt((intBitsToFloat(R9i.x) * intBitsToFloat(0x38d1b717) + 0.5));
R0i.y = floatBitsToInt((intBitsToFloat(R10i.z) * intBitsToFloat(0x3903126f) + 0.5));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R9i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R10i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R2i.z = R2i.w;
PS0i = R2i.z;
// 1
R1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5);
R1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 0.5);
R2i.w = 0x3f800000;
}
if( activeMaskStackC[1] == true ) {
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS14, intBitsToFloat(R0i.xy),0.0).xyz);
R1i.y = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),0.0).x);
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(uf_blockPS6[42].x,uf_blockPS6[42].y,uf_blockPS6[42].z,0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),-(intBitsToFloat(R10i.w))) + intBitsToFloat(R1i.y)));
PS0i = R2i.y;
// 1
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 2
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.w)));
PV0i.z = R127i.z;
// 3
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV0i.z)));
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R9i.w)) + intBitsToFloat(R127i.z)));
PV0i.x = R123i.x;
// 5
R2i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + uf_blockPS10[1].y);
R2i.x = clampFI32(R2i.x);
}
// export
passPixelColor5 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}